
Failing to satisfy these mandates results in extremely cruel punishment toward your miners or metalsmiths - 200 days in prison or 100 hammerstrikes.

Once the adamantine has been reached, the mandates will change, forcing you to mine the adamantine and/or make adamantine goods, eventually leading to the "Too Deep" ending. Once the King has arrived at your fortress, he will begin mandating that you "mine to the yellow line", forcing you to eventually uncover the eerie glowing pits and discover the adamantine-lined chasm. Failing to complete these jobs will result in the Manager being accused of the "Violation of Job Order" crime, but no punishment will be given however, it will also give the guild leader an unhappy thought and increase unrest within the guild, and such unrest may lead to guild wage adjustments or work slowdowns. Successfully completing these jobs will give the guild leader a happy thought and increase the guild's morale. Unlike normal production mandates, these jobs must be completed by the end of the season Template:Verify. If a particular guild represented at your fortress is not given enough work to do, its leader will meet with your Mayor who, at the beginning of the next season, will mandate that a particular number of jobs be completed at.

Oddly, trading banned items which were carried to the depot in bins (but not the bins themselves) does not result in any perceived crimes, perhaps because only the bin was brought to the depot, not the items inside it. Note that if an item is traded to a caravan and is subsequently placed under an export ban, dwarves will be punished even though the trade took place before the ban went into effect, so if the caravan hasn't already left, any banned goods should be immediately purchased back from the traders if a good was offered, then nothing can be done (aside from exploiting various oddities in the trade system, or murdering the mandater). Items that are subject to export bans are displayed in purple text in the trade window. Violating an export ban by trading any of the item away is a crime for each of the haulers who brought a prohibited item (that was sold) to the trade depot - each dwarf will be incriminated the instant the item is carried off the map (whether by a pack animal or a wagon). If the noble can't sentence any dwarves for punishment because of noble or legendary status, or the sentenced dwarves can't be punished because no officer is assigned, he will get another unhappy thought.Įxport bans forbid the export of some goods, and can be for either goods of a certain type, like chain mail, or goods of a certain material, like copper items. The dwarf chosen tends to have a skill appropriate to the mandate, but random dwarves may be chosen as well. If a production mandate expires without being fulfilled, the noble will get an unhappy thought, and one or more dwarves will be sentenced to punishment for the 'violation of production order' crime. Due to the mechanics of smelting, one job can produce up to 2 metal bars ( bronze, brass, steel, and electrum), these will count as 2 items.

Making metal items includes smelting ore to create metal bars of that type. Getting the required items from a caravan will not fulfill a mandate. Note that a single mug is counted as 1 item although 3 are produced from one raw material, so if you are short of the mandated material producing mugs is favorable. These mandates for the production of goods, and can specify type or material, just like export bans. When a noble makes a production mandate, you will have about a year to fulfill it.
